From acfa153789d9b55f3453a1d32f249da04ad6b5c1 Mon Sep 17 00:00:00 2001 From: WBoerenkamps Date: Sat, 9 Nov 2024 13:21:34 +0100 Subject: changed comment --- src/crepe/facade/SDLContext.h | 127 ++++++++++++++++++++++++++++++++++++++---- 1 file changed, 117 insertions(+), 10 deletions(-) (limited to 'src/crepe/facade/SDLContext.h') diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index f1ba8a6..6c57ef9 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -1,48 +1,155 @@ #pragma once +#include #include #include +#include +#include +#include #include "../api/Sprite.h" #include "../api/Transform.h" -#include "../system/RenderSystem.h" +#include "api/Camera.h" + +// FIXME: this needs to be removed +const int SCREEN_WIDTH = 640; +const int SCREEN_HEIGHT = 480; namespace crepe { +// TODO: SDL_Keycode is defined in a header not distributed with crepe, which +// means this typedef is unusable when crepe is packaged. Wouter will fix this +// later. +typedef SDL_Keycode CREPE_KEYCODES; + class Texture; +class LoopManager; + +/** + * \class SDLContext + * \brief Facade for the SDL library + * + * SDLContext is a singleton that handles the SDL window and renderer, provides methods + * for event handling, and rendering to the screen. It is never used directly by the user + */ class SDLContext { public: - // singleton + /** + * \brief Gets the singleton instance of SDLContext. + * \return Reference to the SDLContext instance. + */ static SDLContext & get_instance(); + SDLContext(const SDLContext &) = delete; SDLContext(SDLContext &&) = delete; SDLContext & operator=(const SDLContext &) = delete; SDLContext & operator=(SDLContext &&) = delete; - //TODO decide events wouter? - private: + //! will only use handle_events + friend class LoopManager; + /** + * \brief Handles SDL events such as window close and input. + * \param running Reference to a boolean flag that controls the main loop. + */ void handle_events(bool & running); private: + //! Will only use get_ticks + friend class AnimatorSystem; + friend class LoopTimer; + /** + * \brief Gets the current SDL ticks since the program started. + * \return Current ticks in milliseconds as a constant uint64_t. + */ + uint64_t get_ticks() const; + /** + * \brief Pauses the execution for a specified duration. + * + * This function uses SDL's delay function to halt the program execution + * for a given number of milliseconds, allowing for frame rate control + * or other timing-related functionality. + * + * \param ms Duration of the delay in milliseconds. + */ + void delay(int ms) const; +private: + /** + * \brief Constructs an SDLContext instance. + * Initializes SDL, creates a window and renderer. + */ SDLContext(); - virtual ~SDLContext(); + + /** + * \brief Destroys the SDLContext instance. + * Cleans up SDL resources, including the window and renderer. + */ + ~SDLContext(); private: + //! Will use the funtions: texture_from_path, get_width,get_height. friend class Texture; - SDL_Texture * texture_from_path(const char *); - //SDL_Texture* setTextureFromPath(const char*, SDL_Rect& clip, const int row, const int col); + + //! Will use the funtions: texture_from_path, get_width,get_height. + friend class Animator; + + /** + * \brief Loads a texture from a file path. + * \param path Path to the image file. + * \return Pointer to the created SDL_Texture. + */ + std::unique_ptr> + texture_from_path(const std::string & path); + /** + * \brief Gets the width of a texture. + * \param texture Reference to the Texture object. + * \return Width of the texture as an integer. + */ + int get_width(const Texture &) const; + + /** + * \brief Gets the height of a texture. + * \param texture Reference to the Texture object. + * \return Height of the texture as an integer. + */ + int get_height(const Texture &) const; private: + //! Will use draw,clear_screen, present_screen, camera. friend class RenderSystem; - void draw(const Sprite &, const Transform &); + + /** + * \brief Draws a sprite to the screen using the specified transform and camera. + * \param sprite Reference to the Sprite to draw. + * \param transform Reference to the Transform for positioning. + * \param camera Reference to the Camera for view adjustments. + */ + void draw(const Sprite & sprite, const Transform & transform, + const Camera & camera); + + //! Clears the screen, preparing for a new frame. void clear_screen(); + + //! Presents the rendered frame to the screen. void present_screen(); + /** + * \brief Sets the current camera for rendering. + * \param camera Reference to the Camera object. + */ + void camera(const Camera & camera); + private: - SDL_Window * game_window = nullptr; - SDL_Renderer * game_renderer = nullptr; + //! sdl Window + std::unique_ptr> game_window; + + //! renderer for the crepe engine + std::unique_ptr> + game_renderer; + + //! viewport for the camera window + SDL_Rect viewport = {0, 0, 640, 480}; }; } // namespace crepe -- cgit v1.2.3 From aa4fbb5d2778ea40c3f996c9b07bcdbb155cbcd0 Mon Sep 17 00:00:00 2001 From: WBoerenkamps Date: Sat, 9 Nov 2024 13:42:18 +0100 Subject: make format changes --- src/crepe/api/LoopManager.cpp | 8 ++++---- src/crepe/api/LoopTimer.cpp | 2 +- src/crepe/api/LoopTimer.h | 2 +- src/crepe/facade/SDLContext.h | 2 +- 4 files changed, 7 insertions(+), 7 deletions(-) (limited to 'src/crepe/facade/SDLContext.h') diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp index 99763e4..e737f78 100644 --- a/src/crepe/api/LoopManager.cpp +++ b/src/crepe/api/LoopManager.cpp @@ -21,7 +21,7 @@ void LoopManager::fixed_update() { } void LoopManager::loop() { - LoopTimer & timer = LoopTimer::getInstance(); + LoopTimer & timer = LoopTimer::get_instance(); timer.start(); while (game_running) { @@ -43,8 +43,8 @@ void LoopManager::loop() { void LoopManager::setup() { this->game_running = true; - LoopTimer::getInstance().start(); - LoopTimer::getInstance().set_fps(60); + LoopTimer::get_instance().start(); + LoopTimer::get_instance().set_fps(60); } void LoopManager::render() { @@ -54,7 +54,7 @@ void LoopManager::render() { } void LoopManager::update() { - LoopTimer & timer = LoopTimer::getInstance(); + LoopTimer & timer = LoopTimer::get_instance(); } } // namespace crepe diff --git a/src/crepe/api/LoopTimer.cpp b/src/crepe/api/LoopTimer.cpp index c6ffe9d..98ce08d 100644 --- a/src/crepe/api/LoopTimer.cpp +++ b/src/crepe/api/LoopTimer.cpp @@ -6,7 +6,7 @@ using namespace crepe; LoopTimer::LoopTimer() {} -LoopTimer & LoopTimer::getInstance() { +LoopTimer & LoopTimer::get_instance() { static LoopTimer instance; return instance; } diff --git a/src/crepe/api/LoopTimer.h b/src/crepe/api/LoopTimer.h index 8d95921..5b7d3f2 100644 --- a/src/crepe/api/LoopTimer.h +++ b/src/crepe/api/LoopTimer.h @@ -10,7 +10,7 @@ public: * * \return A reference to the LoopTimer instance. */ -static LoopTimer& getInstance(); +static LoopTimer& get_instance(); /** * \brief Get the current delta time for the current frame. diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 6c57ef9..67e330b 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -9,7 +9,7 @@ #include "../api/Sprite.h" #include "../api/Transform.h" -#include "api/Camera.h" +// #include "../api/Camera.h" // FIXME: this needs to be removed const int SCREEN_WIDTH = 640; -- cgit v1.2.3 From 89c96e6478535c3a73aaa6c29591e008399b1a09 Mon Sep 17 00:00:00 2001 From: WBoerenkamps Date: Sat, 9 Nov 2024 13:43:28 +0100 Subject: added line break --- src/crepe/api/LoopManager.cpp | 2 +- src/crepe/facade/SDLContext.h | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) (limited to 'src/crepe/facade/SDLContext.h') diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp index e737f78..5c79920 100644 --- a/src/crepe/api/LoopManager.cpp +++ b/src/crepe/api/LoopManager.cpp @@ -1,8 +1,8 @@ #include "../system/RenderSystem.h" #include "../system/ScriptSystem.h" - #include "../facade/SDLContext.h" + #include "LoopManager.h" #include "LoopTimer.h" diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 67e330b..6c57ef9 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -9,7 +9,7 @@ #include "../api/Sprite.h" #include "../api/Transform.h" -// #include "../api/Camera.h" +#include "api/Camera.h" // FIXME: this needs to be removed const int SCREEN_WIDTH = 640; -- cgit v1.2.3 From e7dc31dad155b7b623374d3bb0ffbb8a8f579d2a Mon Sep 17 00:00:00 2001 From: WBoerenkamps Date: Mon, 11 Nov 2024 18:18:54 +0100 Subject: ran make format --- mwe/events/include/event.h | 2 +- src/crepe/api/LoopManager.cpp | 72 +++++++++++++++---------------- src/crepe/api/LoopManager.h | 9 ++-- src/crepe/api/LoopTimer.cpp | 68 +++++++++++++++-------------- src/crepe/api/LoopTimer.h | 94 ++++++++++++++++++++--------------------- src/crepe/facade/SDLContext.cpp | 4 +- src/crepe/facade/SDLContext.h | 1 + src/example/gameloop.cpp | 2 +- src/makefile | 6 +-- 9 files changed, 128 insertions(+), 130 deletions(-) (limited to 'src/crepe/facade/SDLContext.h') diff --git a/mwe/events/include/event.h b/mwe/events/include/event.h index 16c75bf..3e70201 100644 --- a/mwe/events/include/event.h +++ b/mwe/events/include/event.h @@ -152,7 +152,7 @@ private: }; class ShutDownEvent : public Event { public: - ShutDownEvent() : Event("ShutDownEvent") {}; + ShutDownEvent() : Event("ShutDownEvent"){}; REGISTER_EVENT_TYPE(ShutDownEvent) diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp index d4345d0..b4382a6 100644 --- a/src/crepe/api/LoopManager.cpp +++ b/src/crepe/api/LoopManager.cpp @@ -1,66 +1,62 @@ +#include "../facade/SDLContext.h" #include "../system/RenderSystem.h" #include "../system/ScriptSystem.h" -#include "../facade/SDLContext.h" #include "LoopManager.h" #include "LoopTimer.h" using namespace crepe; -LoopManager::LoopManager(const RenderSystem& renderSystem, const SDLContext& sdlContext, - const LoopTimer& loopTimer, const ScriptSystem& scriptSystem, - const SoundSystem& soundSystem, const ParticleSystem& particleSystem, - const PhysicsSystem& physicsSystem, const AnimatorSystem& animatorSystem, - const CollisionSystem& collisionSystem) { - // Initialize systems if needed - // Example: this->renderSystem = renderSystem; +LoopManager::LoopManager( + const RenderSystem & renderSystem, const SDLContext & sdlContext, + const LoopTimer & loopTimer, const ScriptSystem & scriptSystem, + const SoundSystem & soundSystem, const ParticleSystem & particleSystem, + const PhysicsSystem & physicsSystem, const AnimatorSystem & animatorSystem, + const CollisionSystem & collisionSystem) { + // Initialize systems if needed + // Example: this->renderSystem = renderSystem; } void LoopManager::process_input() { - SDLContext::get_instance().handle_events(this->game_running); + SDLContext::get_instance().handle_events(this->game_running); } -void LoopManager::start(){ - this->setup(); - this->loop(); +void LoopManager::start() { + this->setup(); + this->loop(); } void LoopManager::set_running(bool running) { this->game_running = running; } -void LoopManager::fixed_update() { -} +void LoopManager::fixed_update() {} void LoopManager::loop() { - LoopTimer & timer = LoopTimer::get_instance(); - timer.start(); + LoopTimer & timer = LoopTimer::get_instance(); + timer.start(); - while (game_running) { - timer.update(); + while (game_running) { + timer.update(); - while (timer.get_lag() >= timer.get_fixed_delta_time()) { - this->process_input(); - this->fixed_update(); - timer.advance_fixed_update(); - } + while (timer.get_lag() >= timer.get_fixed_delta_time()) { + this->process_input(); + this->fixed_update(); + timer.advance_fixed_update(); + } - this->update(); - this->render(); + this->update(); + this->render(); - timer.enforce_frame_rate(); - } + timer.enforce_frame_rate(); + } } - void LoopManager::setup() { - this->game_running = true; - LoopTimer::get_instance().start(); - LoopTimer::get_instance().set_fps(60); + this->game_running = true; + LoopTimer::get_instance().start(); + LoopTimer::get_instance().set_fps(60); } void LoopManager::render() { - if (this->game_running) { - RenderSystem::get_instance().update(); - } -} - -void LoopManager::update() { - LoopTimer & timer = LoopTimer::get_instance(); + if (this->game_running) { + RenderSystem::get_instance().update(); + } } +void LoopManager::update() { LoopTimer & timer = LoopTimer::get_instance(); } diff --git a/src/crepe/api/LoopManager.h b/src/crepe/api/LoopManager.h index 79abae6..5d8c91b 100644 --- a/src/crepe/api/LoopManager.h +++ b/src/crepe/api/LoopManager.h @@ -1,6 +1,5 @@ #pragma once - namespace crepe { class RenderSystem; @@ -16,9 +15,11 @@ class CollisionSystem; class LoopManager { public: void start(); - LoopManager(const RenderSystem&, const SDLContext&, const LoopTimer&, const ScriptSystem&, - const SoundSystem&, const ParticleSystem&, const PhysicsSystem&, const AnimatorSystem&, - const CollisionSystem&); + LoopManager(const RenderSystem &, const SDLContext &, const LoopTimer &, + const ScriptSystem &, const SoundSystem &, + const ParticleSystem &, const PhysicsSystem &, + const AnimatorSystem &, const CollisionSystem &); + private: /** * \brief Setup function for one-time initialization. diff --git a/src/crepe/api/LoopTimer.cpp b/src/crepe/api/LoopTimer.cpp index dd4d7e5..f68d75a 100644 --- a/src/crepe/api/LoopTimer.cpp +++ b/src/crepe/api/LoopTimer.cpp @@ -1,45 +1,48 @@ +#include "LoopTimer.h" #include "../facade/SDLContext.h" #include "../util/log.h" -#include "LoopTimer.h" using namespace crepe; -LoopTimer::LoopTimer() { - dbg_trace(); -} +LoopTimer::LoopTimer() { dbg_trace(); } -LoopTimer& LoopTimer::get_instance() { - static LoopTimer instance; - return instance; +LoopTimer & LoopTimer::get_instance() { + static LoopTimer instance; + return instance; } void LoopTimer::start() { - this->last_frame_time = SDLContext::get_instance().get_ticks(); - this->elapsed_time = 0; - this->elapsed_fixed_time = 0; - this->delta_time = 0; + this->last_frame_time = SDLContext::get_instance().get_ticks(); + this->elapsed_time = 0; + this->elapsed_fixed_time = 0; + this->delta_time = 0; } void LoopTimer::update() { - uint64_t current_frame_time = SDLContext::get_instance().get_ticks(); - this->delta_time = (current_frame_time - last_frame_time); + uint64_t current_frame_time = SDLContext::get_instance().get_ticks(); + this->delta_time = (current_frame_time - last_frame_time); - if (this->delta_time > this->maximum_delta_time) { - this->delta_time = this->maximum_delta_time; - } - this->delta_time *= this->game_scale; - this->elapsed_time += this->delta_time; - this->last_frame_time = current_frame_time; + if (this->delta_time > this->maximum_delta_time) { + this->delta_time = this->maximum_delta_time; + } + this->delta_time *= this->game_scale; + this->elapsed_time += this->delta_time; + this->last_frame_time = current_frame_time; } double LoopTimer::get_delta_time() const { return this->delta_time; } double LoopTimer::get_current_time() const { return this->elapsed_time; } -void LoopTimer::advance_fixed_update() { this->elapsed_fixed_time += this->fixed_delta_time; } -double LoopTimer::get_fixed_delta_time() const { return this->fixed_delta_time; } +void LoopTimer::advance_fixed_update() { + this->elapsed_fixed_time += this->fixed_delta_time; +} +double LoopTimer::get_fixed_delta_time() const { + return this->fixed_delta_time; +} void LoopTimer::set_fps(int fps) { - this->fps = fps; - this->frame_target_time = 1000.0 / this->fps; + this->fps = fps; + //! use fps to calculate frame_target_time in ms + this->frame_target_time = 1000.0 / this->fps; } int LoopTimer::get_fps() const { return this->fps; } @@ -47,15 +50,18 @@ void LoopTimer::set_game_scale(double value) { this->game_scale = value; } double LoopTimer::get_game_scale() const { return this->game_scale; } void LoopTimer::enforce_frame_rate() { - uint64_t current_frame_time = SDLContext::get_instance().get_ticks(); - double frame_duration = (current_frame_time - this->last_frame_time); + uint64_t current_frame_time = SDLContext::get_instance().get_ticks(); + double frame_duration = (current_frame_time - this->last_frame_time); - if (frame_duration < this->frame_target_time) { - uint32_t delay_time = static_cast(this->frame_target_time - frame_duration); - SDLContext::get_instance().delay(delay_time); - } + if (frame_duration < this->frame_target_time) { + uint32_t delay_time + = static_cast(this->frame_target_time - frame_duration); + SDLContext::get_instance().delay(delay_time); + } - this->last_frame_time = current_frame_time; + this->last_frame_time = current_frame_time; } -double LoopTimer::get_lag() const { return this->elapsed_time - this->elapsed_fixed_time; } +double LoopTimer::get_lag() const { + return this->elapsed_time - this->elapsed_fixed_time; +} diff --git a/src/crepe/api/LoopTimer.h b/src/crepe/api/LoopTimer.h index 5f9b6a7..5309d2f 100644 --- a/src/crepe/api/LoopTimer.h +++ b/src/crepe/api/LoopTimer.h @@ -6,21 +6,21 @@ namespace crepe { class LoopTimer { public: - /** + /** * \brief Get the singleton instance of LoopTimer. * * \return A reference to the LoopTimer instance. */ - static LoopTimer& get_instance(); + static LoopTimer & get_instance(); - /** + /** * \brief Get the current delta time for the current frame. * * \return Delta time in milliseconds since the last frame. */ - double get_delta_time() const; + double get_delta_time() const; - /** + /** * \brief Get the current game time. * * \note The current game time may vary from real-world elapsed time. @@ -28,55 +28,55 @@ public: * * \return Elapsed game time in milliseconds. */ - double get_current_time() const; + double get_current_time() const; - /** + /** * \brief Set the target frames per second (FPS). * * \param fps The desired frames rendered per second. */ - void set_fps(int fps); + void set_fps(int fps); - /** + /** * \brief Get the current frames per second (FPS). * * \return Current FPS. */ - int get_fps() const; + int get_fps() const; - /** + /** * \brief Get the current game scale. * * \return The current game scale, where 0 = paused, 1 = normal speed, and values > 1 speed up the game. */ - double get_game_scale() const; + double get_game_scale() const; - /** + /** * \brief Set the game scale. * * \param game_scale The desired game scale (0 = pause, 1 = normal speed, > 1 = speed up). */ - void set_game_scale(double game_scale); + void set_game_scale(double game_scale); private: - friend class LoopManager; + friend class LoopManager; - /** + /** * \brief Start the loop timer. * * Initializes the timer to begin tracking frame times. */ - void start(); + void start(); - /** + /** * \brief Enforce the frame rate limit. * * Ensures that the game loop does not exceed the target FPS by delaying * frame updates as necessary. */ - void enforce_frame_rate(); + void enforce_frame_rate(); - /** + /** * \brief Get the fixed delta time for consistent updates. * * Fixed delta time is used for operations that require uniform time steps, @@ -84,9 +84,9 @@ private: * * \return Fixed delta time in milliseconds. */ - double get_fixed_delta_time() const; + double get_fixed_delta_time() const; - /** + /** * \brief Get the accumulated lag in the game loop. * * Lag represents the difference between the target frame time and the @@ -94,51 +94,51 @@ private: * * \return Accumulated lag in milliseconds. */ - double get_lag() const; + double get_lag() const; - /** + /** * \brief Construct a new LoopTimer object. * * Private constructor for singleton pattern to restrict instantiation * outside the class. */ - LoopTimer(); + LoopTimer(); - /** + /** * \brief Update the timer to the current frame. * * Calculates and updates the delta time for the current frame and adds it to * the cumulative game time. */ - void update(); + void update(); - /** + /** * \brief Advance the game loop by a fixed update interval. * * This method progresses the game state by a consistent, fixed time step, * allowing for stable updates independent of frame rate fluctuations. */ - void advance_fixed_update(); + void advance_fixed_update(); private: - //! Current frames per second - int fps = 50; - //! Current game scale - double game_scale = 1; - //! Maximum delta time in milliseconds to avoid large jumps - double maximum_delta_time = 250; - //! Delta time for the current frame in milliseconds - double delta_time = 0; - //! Target time per frame in milliseconds - double frame_target_time = 1000.0 / fps; - //! Fixed delta time for fixed updates in milliseconds - double fixed_delta_time = 20; - //! Total elapsed game time in milliseconds - double elapsed_time = 0; - //! Total elapsed time for fixed updates in milliseconds - double elapsed_fixed_time = 0; - //! Time of the last frame in milliseconds - uint64_t last_frame_time = 0; + //! Current frames per second + int fps = 50; + //! Current game scale + double game_scale = 1; + //! Maximum delta time in milliseconds to avoid large jumps + double maximum_delta_time = 250; + //! Delta time for the current frame in milliseconds + double delta_time = 0; + //! Target time per frame in milliseconds + double frame_target_time = 1000.0 / fps; + //! Fixed delta time for fixed updates in milliseconds + double fixed_delta_time = 20; + //! Total elapsed game time in milliseconds + double elapsed_time = 0; + //! Total elapsed time for fixed updates in milliseconds + double elapsed_fixed_time = 0; + //! Time of the last frame in milliseconds + uint64_t last_frame_time = 0; }; } // namespace crepe diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index 17ced0c..39d0d4d 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -191,6 +191,4 @@ int SDLContext::get_height(const Texture & ctx) const { SDL_QueryTexture(ctx.texture.get(), NULL, NULL, NULL, &h); return h; } -void SDLContext::delay(int ms) const{ - SDL_Delay(ms); -} +void SDLContext::delay(int ms) const { SDL_Delay(ms); } diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 6c57ef9..90147e0 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -74,6 +74,7 @@ private: * \param ms Duration of the delay in milliseconds. */ void delay(int ms) const; + private: /** * \brief Constructs an SDLContext instance. diff --git a/src/example/gameloop.cpp b/src/example/gameloop.cpp index 6cd0301..a676f20 100644 --- a/src/example/gameloop.cpp +++ b/src/example/gameloop.cpp @@ -1,6 +1,6 @@ #include "crepe/api/LoopManager.h" using namespace crepe; -int main(){ +int main() { LoopManager gameloop; gameloop.start(); return 1; diff --git a/src/makefile b/src/makefile index ce5a29f..a2c2961 100644 --- a/src/makefile +++ b/src/makefile @@ -94,11 +94,7 @@ LOEK += example/script.cpp LOEK += test/audio.cpp LOEK += test/dummy.cpp JARO += test/PhysicsTest.cpp -WOUTER += crepe/api/LoopManager.h -WOUTER += crepe/api/LoopManager.cpp -WOUTER += crepe/api/LoopTimer.h -WOUTER += crepe/api/LoopTimer.cpp -FMT := $(WOUTER) #<<< CHANGE THIS TO YOUR NAME FOR STEP 2 +FMT := $(JARO) #<<< CHANGE THIS TO YOUR NAME FOR STEP 2 format: FORCE clang-tidy -p build/compile_commands.json --fix-errors $(FMT) -- cgit v1.2.3 From 149b3b5dbc8b18a142bf35869e54ab05e8f26d54 Mon Sep 17 00:00:00 2001 From: WBoerenkamps Date: Mon, 11 Nov 2024 20:21:31 +0100 Subject: added chrono::duration --- src/crepe/api/CMakeLists.txt | 4 ++ src/crepe/api/LoopManager.cpp | 9 +--- src/crepe/api/LoopManager.h | 19 ++++++-- src/crepe/api/LoopTimer.cpp | 90 ++++++++++++++++++++++-------------- src/crepe/api/LoopTimer.h | 105 +++++++++++++++++++++--------------------- src/crepe/facade/SDLContext.h | 1 + 6 files changed, 128 insertions(+), 100 deletions(-) (limited to 'src/crepe/facade/SDLContext.h') diff --git a/src/crepe/api/CMakeLists.txt b/src/crepe/api/CMakeLists.txt index 87cbb09..85696c4 100644 --- a/src/crepe/api/CMakeLists.txt +++ b/src/crepe/api/CMakeLists.txt @@ -18,6 +18,8 @@ target_sources(crepe PUBLIC Vector2.cpp Camera.cpp Animator.cpp + LoopManager.cpp + LoopTimer.cpp ) target_sources(crepe PUBLIC FILE_SET HEADERS FILES @@ -42,4 +44,6 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES SceneManager.hpp Camera.h Animator.h + LoopManager.h + LoopTimer.h ) diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp index f477efb..ea63bf6 100644 --- a/src/crepe/api/LoopManager.cpp +++ b/src/crepe/api/LoopManager.cpp @@ -8,14 +8,7 @@ using namespace crepe; -LoopManager::LoopManager( - const RenderSystem & renderSystem, const SDLContext & sdlContext, - const LoopTimer & loopTimer, const ScriptSystem & scriptSystem, - const SoundSystem & soundSystem, const ParticleSystem & particleSystem, - const PhysicsSystem & physicsSystem, const AnimatorSystem & animatorSystem, - const CollisionSystem & collisionSystem) { - // Initialize systems if needed - // Example: this->renderSystem = renderSystem; +LoopManager::LoopManager() { } void LoopManager::process_input() { SDLContext::get_instance().handle_events(this->game_running); diff --git a/src/crepe/api/LoopManager.h b/src/crepe/api/LoopManager.h index 5d8c91b..d4668b8 100644 --- a/src/crepe/api/LoopManager.h +++ b/src/crepe/api/LoopManager.h @@ -1,6 +1,6 @@ #pragma once -namespace crepe { +#include class RenderSystem; class SDLContext; @@ -11,14 +11,14 @@ class ParticleSystem; class PhysicsSystem; class AnimatorSystem; class CollisionSystem; +namespace crepe { + + class LoopManager { public: void start(); - LoopManager(const RenderSystem &, const SDLContext &, const LoopTimer &, - const ScriptSystem &, const SoundSystem &, - const ParticleSystem &, const PhysicsSystem &, - const AnimatorSystem &, const CollisionSystem &); + LoopManager(); private: /** @@ -75,6 +75,15 @@ private: void render(); bool game_running = false; + // For later if singletons are removed cant make them now because destructors are private. + // std::unique_ptr render_system; + // std::unique_ptr sdl_context; + // std::unique_ptr loop_timer; + // std::unique_ptr script_system; + // std::unique_ptr particle_system; + // std::unique_ptr physics_system; + // std::unique_ptr animator_system; + // std::unique_ptr collision_system; }; } // namespace crepe diff --git a/src/crepe/api/LoopTimer.cpp b/src/crepe/api/LoopTimer.cpp index 16d813f..039e35e 100644 --- a/src/crepe/api/LoopTimer.cpp +++ b/src/crepe/api/LoopTimer.cpp @@ -1,3 +1,4 @@ +#include #include "../facade/SDLContext.h" #include "../util/log.h" @@ -6,64 +7,83 @@ using namespace crepe; -LoopTimer::LoopTimer() { dbg_trace(); } +LoopTimer::LoopTimer() { + dbg_trace(); +} LoopTimer & LoopTimer::get_instance() { - static LoopTimer instance; - return instance; + static LoopTimer instance; + return instance; } void LoopTimer::start() { - this->last_frame_time = SDLContext::get_instance().get_ticks(); - this->elapsed_time = 0; - this->elapsed_fixed_time = 0; - this->delta_time = 0; + this->last_frame_time = std::chrono::steady_clock::now(); + this->elapsed_time = std::chrono::milliseconds(0); + this->elapsed_fixed_time = std::chrono::milliseconds(0); + this->delta_time = std::chrono::milliseconds(0); } void LoopTimer::update() { - uint64_t current_frame_time = SDLContext::get_instance().get_ticks(); - this->delta_time = (current_frame_time - last_frame_time); - - if (this->delta_time > this->maximum_delta_time) { - this->delta_time = this->maximum_delta_time; - } - this->delta_time *= this->game_scale; - this->elapsed_time += this->delta_time; - this->last_frame_time = current_frame_time; + auto current_frame_time = std::chrono::steady_clock::now(); + // Convert to duration in seconds for delta time + this->delta_time = std::chrono::duration_cast>(current_frame_time - last_frame_time); + + if (this->delta_time > this->maximum_delta_time) { + this->delta_time = this->maximum_delta_time; + } + + this->delta_time *= this->game_scale; + this->elapsed_time += this->delta_time; + this->last_frame_time = current_frame_time; +} + +double LoopTimer::get_delta_time() const { + return this->delta_time.count(); +} + +double LoopTimer::get_current_time() const { + return this->elapsed_time.count(); } -double LoopTimer::get_delta_time() const { return this->delta_time; } -double LoopTimer::get_current_time() const { return this->elapsed_time; } void LoopTimer::advance_fixed_update() { - this->elapsed_fixed_time += this->fixed_delta_time; + this->elapsed_fixed_time += this->fixed_delta_time; } + double LoopTimer::get_fixed_delta_time() const { - return this->fixed_delta_time; + return this->fixed_delta_time.count(); } void LoopTimer::set_fps(int fps) { - this->fps = fps; - //! use fps to calculate frame_target_time in ms - this->frame_target_time = 1000.0 / this->fps; + this->fps = fps; + // target time per frame in seconds + this->frame_target_time = std::chrono::seconds(1) / fps; +} + +int LoopTimer::get_fps() const { + return this->fps; } -int LoopTimer::get_fps() const { return this->fps; } -void LoopTimer::set_game_scale(double value) { this->game_scale = value; } -double LoopTimer::get_game_scale() const { return this->game_scale; } +void LoopTimer::set_game_scale(double value) { + this->game_scale = value; +} +double LoopTimer::get_game_scale() const { + return this->game_scale; +} void LoopTimer::enforce_frame_rate() { - uint64_t current_frame_time = SDLContext::get_instance().get_ticks(); - double frame_duration = (current_frame_time - this->last_frame_time); + std::chrono::steady_clock::time_point current_frame_time = std::chrono::steady_clock::now(); + std::chrono::milliseconds frame_duration = std::chrono::duration_cast(current_frame_time - this->last_frame_time); - if (frame_duration < this->frame_target_time) { - uint32_t delay_time - = static_cast(this->frame_target_time - frame_duration); - SDLContext::get_instance().delay(delay_time); - } + if (frame_duration < this->frame_target_time) { + std::chrono::milliseconds delay_time = std::chrono::duration_cast(this->frame_target_time - frame_duration); + if (delay_time.count() > 0) { + SDLContext::get_instance().delay(delay_time.count()); + } + } - this->last_frame_time = current_frame_time; + this->last_frame_time = current_frame_time; } double LoopTimer::get_lag() const { - return this->elapsed_time - this->elapsed_fixed_time; + return (this->elapsed_time - this->elapsed_fixed_time).count(); } diff --git a/src/crepe/api/LoopTimer.h b/src/crepe/api/LoopTimer.h index 5309d2f..ec48e4a 100644 --- a/src/crepe/api/LoopTimer.h +++ b/src/crepe/api/LoopTimer.h @@ -1,144 +1,145 @@ -#pragma once + #pragma once #include +#include namespace crepe { class LoopTimer { public: - /** + /** * \brief Get the singleton instance of LoopTimer. * * \return A reference to the LoopTimer instance. */ - static LoopTimer & get_instance(); + static LoopTimer& get_instance(); - /** + /** * \brief Get the current delta time for the current frame. * - * \return Delta time in milliseconds since the last frame. + * \return Delta time in seconds since the last frame. */ - double get_delta_time() const; + double get_delta_time() const; - /** + /** * \brief Get the current game time. * * \note The current game time may vary from real-world elapsed time. * It is the cumulative sum of each frame's delta time. * - * \return Elapsed game time in milliseconds. + * \return Elapsed game time in seconds. */ - double get_current_time() const; + double get_current_time() const; - /** + /** * \brief Set the target frames per second (FPS). * * \param fps The desired frames rendered per second. */ - void set_fps(int fps); + void set_fps(int fps); - /** + /** * \brief Get the current frames per second (FPS). * * \return Current FPS. */ - int get_fps() const; + int get_fps() const; - /** + /** * \brief Get the current game scale. * * \return The current game scale, where 0 = paused, 1 = normal speed, and values > 1 speed up the game. */ - double get_game_scale() const; + double get_game_scale() const; - /** + /** * \brief Set the game scale. * * \param game_scale The desired game scale (0 = pause, 1 = normal speed, > 1 = speed up). */ - void set_game_scale(double game_scale); + void set_game_scale(double game_scale); private: - friend class LoopManager; + friend class LoopManager; - /** + /** * \brief Start the loop timer. * * Initializes the timer to begin tracking frame times. */ - void start(); + void start(); - /** + /** * \brief Enforce the frame rate limit. * * Ensures that the game loop does not exceed the target FPS by delaying * frame updates as necessary. */ - void enforce_frame_rate(); + void enforce_frame_rate(); - /** + /** * \brief Get the fixed delta time for consistent updates. * * Fixed delta time is used for operations that require uniform time steps, * such as physics calculations. * - * \return Fixed delta time in milliseconds. + * \return Fixed delta time in seconds. */ - double get_fixed_delta_time() const; + double get_fixed_delta_time() const; - /** + /** * \brief Get the accumulated lag in the game loop. * * Lag represents the difference between the target frame time and the * actual frame time, useful for managing fixed update intervals. * - * \return Accumulated lag in milliseconds. + * \return Accumulated lag in seconds. */ - double get_lag() const; + double get_lag() const; - /** + /** * \brief Construct a new LoopTimer object. * * Private constructor for singleton pattern to restrict instantiation * outside the class. */ - LoopTimer(); + LoopTimer(); - /** + /** * \brief Update the timer to the current frame. * * Calculates and updates the delta time for the current frame and adds it to * the cumulative game time. */ - void update(); + void update(); - /** + /** * \brief Advance the game loop by a fixed update interval. * * This method progresses the game state by a consistent, fixed time step, * allowing for stable updates independent of frame rate fluctuations. */ - void advance_fixed_update(); + void advance_fixed_update(); private: - //! Current frames per second - int fps = 50; - //! Current game scale - double game_scale = 1; - //! Maximum delta time in milliseconds to avoid large jumps - double maximum_delta_time = 250; - //! Delta time for the current frame in milliseconds - double delta_time = 0; - //! Target time per frame in milliseconds - double frame_target_time = 1000.0 / fps; - //! Fixed delta time for fixed updates in milliseconds - double fixed_delta_time = 20; - //! Total elapsed game time in milliseconds - double elapsed_time = 0; - //! Total elapsed time for fixed updates in milliseconds - double elapsed_fixed_time = 0; - //! Time of the last frame in milliseconds - uint64_t last_frame_time = 0; + //! Current frames per second + int fps = 50; + //! Current game scale + double game_scale = 1; + //! Maximum delta time in seconds to avoid large jumps + std::chrono::duration maximum_delta_time{0.25}; + //! Delta time for the current frame in seconds + std::chrono::duration delta_time{0.0}; + //! Target time per frame in seconds + std::chrono::duration frame_target_time = std::chrono::seconds(1) / fps; + //! Fixed delta time for fixed updates in seconds + std::chrono::duration fixed_delta_time = std::chrono::seconds(1) / 50; + //! Total elapsed game time in seconds + std::chrono::duration elapsed_time{0.0}; + //! Total elapsed time for fixed updates in seconds + std::chrono::duration elapsed_fixed_time{0.0}; + //! Time of the last frame + std::chrono::steady_clock::time_point last_frame_time; }; } // namespace crepe diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 90147e0..b51fdd5 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -58,6 +58,7 @@ private: private: //! Will only use get_ticks friend class AnimatorSystem; + //! Will use the funtions: get_ticks, delay friend class LoopTimer; /** * \brief Gets the current SDL ticks since the program started. -- cgit v1.2.3 From 113e2d299d22921212a793eb7cd55afbd49ba22e Mon Sep 17 00:00:00 2001 From: WBoerenkamps Date: Tue, 12 Nov 2024 15:13:19 +0100 Subject: changed doxygen comment of friend class --- src/crepe/api/LoopManager.h | 10 +--------- src/crepe/facade/SDLContext.h | 2 +- src/makefile | 4 ++-- 3 files changed, 4 insertions(+), 12 deletions(-) (limited to 'src/crepe/facade/SDLContext.h') diff --git a/src/crepe/api/LoopManager.h b/src/crepe/api/LoopManager.h index 755e2d2..2f03193 100644 --- a/src/crepe/api/LoopManager.h +++ b/src/crepe/api/LoopManager.h @@ -73,15 +73,7 @@ private: void render(); bool game_running = false; - // For later if singletons are removed cant make them now because destructors are private. - // std::unique_ptr render_system; - // std::unique_ptr sdl_context; - // std::unique_ptr loop_timer; - // std::unique_ptr script_system; - // std::unique_ptr particle_system; - // std::unique_ptr physics_system; - // std::unique_ptr animator_system; - // std::unique_ptr collision_system; + //#TODO add system instances }; } // namespace crepe diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index b51fdd5..536dec5 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -58,7 +58,7 @@ private: private: //! Will only use get_ticks friend class AnimatorSystem; - //! Will use the funtions: get_ticks, delay + //! Will only use delay friend class LoopTimer; /** * \brief Gets the current SDL ticks since the program started. diff --git a/src/makefile b/src/makefile index a2c2961..bd05b2e 100644 --- a/src/makefile +++ b/src/makefile @@ -94,10 +94,10 @@ LOEK += example/script.cpp LOEK += test/audio.cpp LOEK += test/dummy.cpp JARO += test/PhysicsTest.cpp -FMT := $(JARO) #<<< CHANGE THIS TO YOUR NAME FOR STEP 2 +FMT := $(shell git ls-files '*.c' '*.cpp' '*.h' '*.hpp') format: FORCE clang-tidy -p build/compile_commands.json --fix-errors $(FMT) -# FMT += $(shell git ls-files '*.c' '*.cpp' '*.h' '*.hpp') +# FMT := $(shell git ls-files '*.c' '*.cpp' '*.h' '*.hpp') # TODO: re-enable linter after all corrections -- cgit v1.2.3